Cleave gone wild.

User-to-User support and questions to the Developers and DM team.
Bargeld
PKer
Posts: 1249
Joined: Tue Dec 11, 2007 8:29 am

Re: Cleave gone wild.

Post by Bargeld »

Not sure about factions/traps but the animals don't go hostile anymore... sems to be normal.
Death Dealers ::DD::
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Tru3Fals3
Newbie Helper
Posts: 259
Joined: Sun Jul 20, 2008 8:56 am

Re: Cleave gone wild.

Post by Tru3Fals3 »

yeah, havent had a problem since the fix was put in
The truth is just an excuse for those with a lack of imagination.
Amoenotep wrote:i still think everyone is just truefalse multi logging an entire server together :(

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ihuntudown
Wheres the donation box?
Posts: 205
Joined: Mon Jun 13, 2005 4:15 pm
Location: Hilltop inn, 2nd floor room 5

Re: Cleave gone wild.

Post by ihuntudown »

LinuxPup wrote:Made some further adjustments to the factions. The trap system is based on a buggy bioware function that I had to do a workaround for to get it working.... unfortunately it affects pre-existing factions, so its a bit tricky.

Let me know if the factions are working correctly...
monastary people and the avendell mercenairies are of same faction aswell, kill one and the other reacts while entering ''their screen''
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